Hedonites of Slaanesh – Infernal Enrapturess, Herald of Slaanesh

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Infernal Enrapturess, Herald of Slaanesh

Maestros of discordance, Infernal Enrapturesses fill the battlefield with screams of pain and unrestrained elation. They are virtuosos among Slaanesh’s infernal choir, towards whom the Dark Prince’s daemonic legions are drawn.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartstring Lyre: Cacophonous Melody
Heartstring Lyre: Cacophonous Melody18"63+4+-11
Heartstring Lyre: Euphonic Blast
Heartstring Lyre: Euphonic Blast24"12+2+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ravaging Claw
Ravaging Claw1"33+4+-11

Unit Size: 1      Points: 110
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single

An Infernal Enrapturess, Herald of Slaanesh, is armed with a Heartstring Lyre and Piercing Claw.

BATTALIONS: This warscroll can be used in the following warscroll battalions:
 • Supreme Sybarites

Discordant Disruption: An Infernal Enrapturess can play discordant music that is so intense that it causes physical harm to those attuned to magic.
If a casting roll for an enemy WIZARD within 24" of any friendly units with this ability is successful, that casting roll must be re-rolled. If the re-rolled casting roll is a double or if 1 of the dice in the re-rolled casting roll is a 6, that WIZARD suffers D3 mortal wounds after the effect of the spell (if any) has been resolved.

Versatile Instrument: An Infernal Enrapturess can quickly switch between playing a swift medley of short notes or releasing a single, massive blast of sound.
Each time this unit shoots, choose either the Cacophonous Melody or Euphonic Blast weapon characteristics for all the attacks it makes with its Heartstring Lyre.

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19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
© Vyacheslav Maltsev 2013-2024